I won't go into too much spoilery detail but in the most recent
(There were other, significant, choices to be made, but this was the big one.)
The group decided on the former; they escaped, completed their mission, and saved many lives, but many more were lost, and there will be further consequences -- some good, some not so good -- in the wider setting as a result. Their choice was by far not the worst one that could have been made, but even so I think that a couple of players felt a little aggrieved that they couldn't work out how to achieve the optimum resolution based on the information they had.
Perhaps PDC's mission-based structure creates an impression that there is a way to "win" the adventure, or perhaps it's just the way my group thinks; I've written about the latter possibility before.
For me -- and I understand that not everyone will share this opinion -- the key strength of role-playing games is the near-as-infinite possibilities available to players in terms of actions and resolutions, and that means that there won't always be a right answer; if I want to play something in which the victory condition is obvious -- if not always easy to obtain; hello Dead of Winter! -- then I have board games or computer games for that. I know you can play rpgs in a similar fashion and I have enjoyed many adventures in which there was a clear path to triumph, but it's not where my primary interest lies.
(I also wonder if this is why I have never been able to get a successful sandbox campaign up and running with this group, but perhaps that's a post for another day.)
As such, I was pleased with how the
I call that a win.
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